godot/core/io/networked_multiplayer_custom.h

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/*************************************************************************/
/* networked_multiplayer_custom.h */
/*************************************************************************/
/* This file is part of: */
/* GODOT ENGINE */
/* https://godotengine.org */
/*************************************************************************/
/* Copyright (c) 2007-2022 Juan Linietsky, Ariel Manzur. */
/* Copyright (c) 2014-2022 Godot Engine contributors (cf. AUTHORS.md). */
/* */
/* Permission is hereby granted, free of charge, to any person obtaining */
/* a copy of this software and associated documentation files (the */
/* "Software"), to deal in the Software without restriction, including */
/* without limitation the rights to use, copy, modify, merge, publish, */
/* distribute, sublicense, and/or sell copies of the Software, and to */
/* permit persons to whom the Software is furnished to do so, subject to */
/* the following conditions: */
/* */
/* The above copyright notice and this permission notice shall be */
/* included in all copies or substantial portions of the Software. */
/* */
/* THE SOFTWARE IS PROVIDED "AS IS", WITHOUT WARRANTY OF ANY KIND, */
/* EXPRESS OR IMPLIED, INCLUDING BUT NOT LIMITED TO THE WARRANTIES OF */
/* MERCHANTABILITY, FITNESS FOR A PARTICULAR PURPOSE AND NONINFRINGEMENT.*/
/* IN NO EVENT SHALL THE AUTHORS OR COPYRIGHT HOLDERS BE LIABLE FOR ANY */
/* CLAIM, DAMAGES OR OTHER LIABILITY, WHETHER IN AN ACTION OF CONTRACT, */
/* TORT OR OTHERWISE, ARISING FROM, OUT OF OR IN CONNECTION WITH THE */
/* SOFTWARE OR THE USE OR OTHER DEALINGS IN THE SOFTWARE. */
/*************************************************************************/
#ifndef NETWORKED_MULTIPLAYER_CUSTOM_H
#define NETWORKED_MULTIPLAYER_CUSTOM_H
#include "core/io/networked_multiplayer_peer.h"
class NetworkedMultiplayerCustom : public NetworkedMultiplayerPeer {
GDCLASS(NetworkedMultiplayerCustom, NetworkedMultiplayerPeer);
protected:
int self_id;
TransferMode transfer_mode;
ConnectionStatus connection_status;
bool refusing_new_connections;
int target_id;
int max_packet_size;
struct Packet {
PoolVector<uint8_t> data;
int from;
};
List<Packet> incoming_packets;
Packet current_packet;
static void _bind_methods();
public:
NetworkedMultiplayerCustom();
~NetworkedMultiplayerCustom();
// PacketPeer.
Error get_packet(const uint8_t **r_buffer, int &r_buffer_size);
Error put_packet(const uint8_t *p_buffer, int p_buffer_size);
int get_available_packet_count() const;
int get_max_packet_size() const;
// NetworkedMultiplayerPeer.
void set_transfer_mode(TransferMode p_mode);
TransferMode get_transfer_mode() const;
void set_target_peer(int p_peer);
int get_packet_peer() const;
bool is_server() const;
void poll();
int get_unique_id() const;
void set_refuse_new_connections(bool p_enable);
bool is_refusing_new_connections() const;
ConnectionStatus get_connection_status() const;
// Custom methods.
void initialize(int p_self_id);
void set_max_packet_size(int p_max_packet_size);
void set_connection_status(ConnectionStatus p_connection_status);
void deliver_packet(const PoolByteArray &p_data, int p_from_peer_id);
};
#endif // NETWORKED_MULTIPLAYER_CUSTOM_H